(edited by Swiftwynd.1685)
This looks to be a pretty interesting build OP. Do you have a video of it in action?
Sadly my recording software was not running in the background like i thought during the BWE so i didbt capture anything going to test it thoroughly on release though!
The thing I liked most about the build is anytime you are in an unfavorable fight, the disengage potential is staggeringly good. Cripple, Chill, and Immobilize are some of the stronger tools to prevent disengage, and this build flat out negates them, and will do so even easier with the new rapid cast time on the heal.
If the Remove Condition on Evade is ever made base line with the Minor traits, this build will be able to go toe to toe with Condi builds without needing to disengage against unfavorable 1v1 match ups against them, but against power builds it should do very well.
Alas, it was indeed a bug and needed to be fixed. A single skill that deals that much damage (from being CC’d, nonetheless) was a bit much. Sleight of hand was your best friend this last weekend in PvP.
I had a post detailing its bugged overpoweredness, but one question that remains to be addressed: Will DH traps will see some overall “burst” damage enhancements to keep the feeling – if certainly not the raw rediculousness – of a power-burst trapper style alive and well in the Dragon Hunter specialization?
Setting up the perfect “explosion combo zone” by laying Vulnerability, burst trap, sustained damage trap, and elite burst-and-lock-them-in trap made for some amzingly fun PvP scenarios, particularly in Strong Hold. Baiting people into traps and taking advantage of the window of opportunity to burst them down with well placed True Shots truly made me consider maintaing Dragon Hunter in Strong Hold PvP. While I DONT agree we need the crazy damage that Fragments brought, I’d really love to see at least a 20% increase on its base damage, a 25+% increase on the sustained damage of Procession of Blades, and perhaps some initial damage added to Test of Faith, moderate increase on Dragon Maul, and maybe a slight boost to the reveal trap.
These traps need to feel punishing enough for foes to really take them seriously, while still not instant killing builds upfront with the burst by themselves. Without bugged FoF, the other traps simply do not elicit enough of a threat of damage to make foes think twice about assaulting my Stronghold Treb carelessly
To clarify, the only conditions that have to be met for the absolute highest damage stacking in my build were:
Foe hits traps, I’ve set the symbol up to hit them as they get caught in the traps, I land F1, and hit True Shot before I lose my Aegis. I was surprised how often I could line up all these variables in strong hold matches when attacking from unsuspecting angles and positions, or when people would come to contest the treb.
By the way, NEVER stack to traps absolutely directly on top of each other. Layer them so that the Vulnerability trap triggers ever so slightly before the rest, ensuring the Vulnerability will improve the damage of the subsequent traps, but not enough distance that a foe will have ample time to react with dodges/invulnerabilities.
It has a 4s cooldown and it does a lot of damage. It should be dodgeable.
It does average dmg compared to other classes. 5k max if you are lucky. Plus it is dodgable.
What crappy build were you running?
I regularly hit for 10 to 12k in PvP gear with my build.
Maybe in your dreams, or on your tempest.
I wish my true shots hit that much
In my testing on Svanir and light golems, they regularly hit 10 to 12k with PvP stats.
Mind you, this was an absolute max damage squishy Berserker trap build I was running, and this would be in an ideal situation with the following damage multipliers active:
+25% Vulnerability (trap applied it)
+10% Scholar Runes
+20% Unscathed Contender
+10% Symbolic Avenger
+7% Fiery Wrath
+10% Pure of Sight
+10% Zealot’s Aggression
+10% Big Game Hunter
+5% Sigil of Force
These are, to my knowledge, all multiplicative stacking damage enhancements, which tally to a 271.4% Damage Bonus. Berserker PvP stats run at 2375 Power, and 216% Critical Damage.
Trueshot has 1,641 damage listed on the Wiki, but no listed scaling. Without this we cannot perfectly calculate the total potential damage, but lets look at the “minimum” damage it could do with just a fill in 1 scaling coefficient with the above numbers.
Formula for Skill Damage:
Damage = Weapon strength * Power * Skill coefficient
2,375,000 = 1,000 (average weapon strength on long bow) * 2375 Power * unknown skill coefficient
Formula for Damage Calculation:
Damage = (Skill damage * Positive multipliers) / (Armor * Negative multipliers)
(2,375,000 * 2.714) / (2,180 Armor of Light Golem) = 2957 Damage hit without a Critical, without knowing the scaling bonus on the ability’s coefficient.
On a Critical, that makes it 216% crit damage bonus, which calculates to: 6387 Crit Damage Hit without considering the Ability’s specific scaling.
If anyone has the ability Coefficient value then we could put this question to rest. We know that Trueshot has a very high scaling value, the question is exactly how high.
For comparison, the Warrior’s Kill Shot has a potential scaling of 3.25 ratio.
As such, I would not be surprised if True Shot is around a 2 ratio or higher, which with my above numbers, would safely place it potentially as high as 12,773 on the average between the Longbows damage range.
Is this situation hard to acomplish in PVP?
Certainly.
Is it possible?
Absolutely.
I’ve had situations where foes enter my trap field while I was playing strong hold on the Treb, would get pulled in and dazed by the traps while I had already precast the 4, tossed F1 at them the moment they were targetable, then unloaded Trueshot for over 12k crits on lower toughness builds.
Just because YOU regularly did not hit for 10k+ absolutely does not make it “impossible.” My build simply capitalized on as many damage amplifications as were possible on the Dragon Hunter build I used.
(edited by Swiftwynd.1685)
I’d love to see the following:
Skill 2:
Reload Roll – 3 Initiative
Fire a shot that Immobilizes a foe for 1 seconds and Rolls 400 Units in the current direction of movement (backward if stationary), Evading for 1/2 second. On a successful Evade, the next Pistol ability costs no Initiative (2 second duration).
This type of ability would have uses for both P/D and P/P as a disengage skill or a gap closer while chasing foes. Successfully using this ability to reposition in the middle of an Unload while being attacked, and thus Evading, reduces the cost of the next Unload to free if used immediately after Reload Roll.
Additionally, I would slightly reduce the damage of Unload, say 5%, and apply a 10s Vulnerability per hit. This would help in improving P/P as a condi or power option, while also making it increasingly deadly the longer a foe is under sustained fire.
I would also slightly increase the power scaling on Sneak Attack for Power builds.
I agree Ghotistyx, Christonya really should look up what viable means
Christonya, I will happily face you in PvP with the build after launch if you like!
They are the hard counter to unavoidable and hard to kite melee builds such as dagger pistol thief and medi guard. Its a very range flexible build
I wasnt sure to be honest but i noticed i took way more damage when switching out of earth so it certainly felt like i was being crit.
Point remains, i was able to keep it highly statio ary while i hear other tanks had to kite more frequently. This would allow the higher damage, stationary damage options to work better in raids such as staff ele.
Bah, 1 second block better get a bump or that skill will grow dust from lack of use.
You do know its a block and a knockdown and damage skill and a stunbreak on a loooooow recharge right? Its one of our strongest utility skills.
The gap closer from steal with mug nicely sets up Impact strike to finish off someone below 25%. Dash steal impact is a deceptively long range assassination
I tanked the boss without issue as a earth campi g Tempest. Stationary most of the time. Pumping our 3 to 4k bleed ticks sustained. Tempest is single handedly the best raw damage soaker to keep the boss as still as possible for melee dpsers and can kite the mob to still be in range of the ranged squad members who position for the lighting aoe. 40% Protection with 100% uptime and 10% Frost Aura and cannot be crit while in earth. While maintaining solid condi dps. Easily will become the meta tank
f4: virtue of ______
virtue: grants 25% movement speed, when active virtues are in play
activate: changes virtues from active to passive or passive to active,
Honestly? I’d be happy with:
New base guardian Virtue:
Virtue of Expedience
Passive: Passively gain 3 seconds of Swiftness every 3 seconds.
Active: Grant Super Speed to yourself and nearby allies for 5 seconds and remove Movement Impairing Effects, 30s Recharge.
Dragonhunter version:
Standard of Expedience:
Passive: Passively Gain 3 seconds of Swiftness every 3 seconds.
Active: Manifest a spiritual banner that allows nearby allies to press F to fall into formation. After activating a second time, rapidly move yourself and any allies in the formation to the ground targeted location up to 2,000 units away, moving at Super Speed. While “Marching in Formation” all allies and yourself are immune to movement impairing conditions and control effects. (aka this could be used in WVW to charge through Wards)
This would give base line guardians some nice mobility, while also providing a very unique group movement support ability that, similar to Portal, is a “opt in” forced movement. An ability like this would be use in raiding as well to rapidly reposition allies to objectives.
(edited by Swiftwynd.1685)
It has a 4s cooldown and it does a lot of damage. It should be dodgeable.
It does average dmg compared to other classes. 5k max if you are lucky. Plus it is dodgable.
What crappy build were you running?
I regularly hit for 10 to 12k in PvP gear with my build.
sup guys ,
dragon hunter vid : https://www.youtube.com/watch?v=oTBsV-A0eLk
with dragon TAMER BUILD ! enjoy
Good use of traps?
Check.
Good use of terrain to abuse traps?
Check.
Good use of a rune type that desperately needs to be added to PVP?
Check.
Fairytail soundtrack starting at a kick-kitten moment in the montage?
Can I Husband you please?
Easily one of my favorite builds in PvP – Stronghold during the entire BWE3 is the Marauder stat P/P and Staff full Physical Skills Daredevil.
Best part, is with the newly announced changes, its going to be further improved!
With the trait changes, the build now makes even better sense, as some of the traits before were trade offs, but since the build primarily wishes to stay between 600 to 900 range from foes, the Evasive Empowerment to Havoc Master change makes it less desirable, freeing us to take Brawler’s Tenacity without conflict.
Similarly, the damage reduction on Unhindered Combatant synergizes well with the healing provided from Invigorating Precision, making it even easier to maintain your health over 90%, which is vital for this build’s Scholar runes and Flawless Strikes.
The goal of the build is to use the massive mobility and disengage afforded by the Dash dodge, endurance gain and low cool-downs of the Physical skills, and lastly the staff 5 for further mobility and Endurance gain thanks to Staff Master. The result is a build that has MORE mobility than the same build with short bow 5, thanks to staff’s slightly lower cost and endurance return, at the cost of not being able to shortbow 5 up certain shortcuts.
This build relies on kiting melee foes and getting into favorable mid-range against long range foes at break-neck speed, and relying on the disengage from the dodge and staff 3 or 5 to maintain distance. Bandit’s Defense is your go to anti-engage skill, immediately flowing into Fist Flurry to counter attack on a successful knockdown.
You then decide to continue into the Elite chain IF you think you can kill the foe (swapping weapons to trigger Intelligence sigil to make all three hits crit) or disengage with a dodge backward into an Unload.
Unload is clearly the mainstay damage of the build, but never underestimate the powerful spike potential of a Pistol 2 Immobilize into a Staff 5 100% crit smash. If you get the jump on the foe and land most or all of the first unload before you get dipped below 90% health, your damage will be massive. 12,000+ Unloads were not an uncommon sight, and healing was decent enough to keep the Scholar runes and Flawless Strikes going. Now that the actual heal is VERY fast to complete, it will be even easier, and -10% from all incoming damage types will vastly help as well.
The Utilities all serve a great purpose:
Impairing Daggers is excellent for landing a double unload if they don’t have an invulnerability/projectile defense/immobilize removal, but landing them can be tricky. Wonderful for disengage as well.
Bandit’s Defense is your amazing get out of kitten free card which also sets up the massive, and now easier to use, damage from Fist Flurry, which then dazes to set up Impact Strike or a dash dodge away into an Unload. The damaging Utilities often serve a great place as a filler skill when you have blown your initiative, and they act as the go-to melee offensive when a foe think’s they’re closed in on you for the kill.
Marauders leaves the build with enough health to react, while the higher precision maintains the build’s consistency with critting better than berserker, which would likely be too susceptible to burst damage anyway.
Conditions are a problem with the build. If Escapist’s Absolution becomes base-lined into the Minor traits like everyone is hoping, then we may finally have a good option there, but not taking Staff Mastery hurts the build’s mobility significantly.
But yes, I’m happier than I’ve ever been that Power based P/P thief finally can be playable and viable! Condi P/P is also looking good too. What a time to be alive!
For my personal taste, a pull from SoJ would make traps more viable on wvw, spvp for the more active amongst us. It would still require a setup time, and hard to achieve in the midst of teamfights or blob clashing, but it would be nice.
Though that being said, I’m starting to think that the traps could be treated as symbols for synergy with SA. Then, outside of the FoF bug, could negate spreading around the damage of of traps.
At the very least, I think that Light’s Judgement should be considered a Symbol, which would further cement its role as “the trap that makes your damage and other traps better.”
Considering the trait that allowed Ranger traps to be thrown was taken away from them I highly doubt Guardian will get it given to them.
I think this should be made base line for all traps.
Give them a very fast activation time after placement if used close to you, while have them activate after 2 seconds or something if thrown at max range, the idea being it would have taken at least 2 seconds to walk over to 600 units to place them in the first place without wasting a movement ability.
I think this is a very fair mechanic if it is technically possible to pull off, which would benefit Ranger Thief and Dragon Hunter.
What changes would you guys like to see that could be implementable in the next three weeks?
I, for one, absolutely LOVE the trap and bow style of the Dragon Hunter. It was a wonderfully fun experience running it in Strong Hold, and I even had some fun with it in PvE, using the traps as a murder-zone for any charging foes while I plinked away happily from a safe distance with my bow, playing the game like a bullet hell … I was running the +20% damage with Aegis and Scholar runes for massive hits with True Shot.
That said, here are four changes that would hopefully be very easy to implement in the remaining time before launch. I believe these would go a long way toward making the long bow – trapper style function well in all areas of the game:
- Traps Deploy-able from 600 range, Arming Time Slightly Increased Based On Distance (less closer, longer farther)
- Spear of Justice Gains Secondary Skill, “Inescapable Justice” – Pull Tethered Foe 600 Units Toward The Dragon Hunter and Apply Cripple (5s)
- Heavy Light Made Baseline, Triggers on True Shot Only When Used On Foes Closer Than 600 Units, with 300 Unit Knock Back, No Stability
- Fix the Bugged Fragments of Faith, Improve Its Base Damage, and Move Some of Its Damage To Other Traps To Keep A Trap Build Viable
I think bow is basically fine as is, maybe base-lining a knockback into Trueshot would be neat, but I’m perfectly fine and enjoying the stationary charge and big hit of Trueshot (a better visual tell and unique sound effect would be greatly appreciated for fairness in PvP).
All that said, the time it takes to get in position, drop traps, and return to a ranged position behind them to bait foes takes quite a bit of set up time. Now, I do NOT think traps should function like wells, with huge range and instant activation, but I’d for one love to see a LONGER delayed timer on their activation if we could get a 600 range deploy, while keeping the same short cast time.
I think this would go a long way to making the traps simply “feel” better in their every day use, without making them instant cast no-skill ranged aoes like Wells.
Now, as other’s have said, it would be awesome if we had more abilities to Pull or Push foes around to play into the Trapper strategy. The best suggestions I’ve seen on the forums is to have a secondary skill attached to Spear of Justice that could Pull a foe in and apply Cripple.
I’d suggest this Pull’s range to be 600 units, that way at max bow and spear range of 1,200, you could Pull a foe half way inward, which matches perfectly into the new trap deploy distance. The spear can be avoided and isn’t terribly good at homing in on foes, so it offers counter play, as does Stability.
To add a Push to the kit, I’d like to see Heavy Light base lined for True Shot only, triggering when foes are closer than 600 range, and knocking foes 300 range back. I don’t this this would need an internal cool down, as the 4 second recharge and 1 second channel of True Shot make melee-range uses VERY risky for repeated attempts.
Lastly, Traps only work well right now because of the bugged damage of Fragments of Faith. Fixing this bug and redistributing this damage a tad through the other traps would help maintain the viability of trapping while preventing the one-shot potential that currently exists. A full trap explosion plus True Shot in a pure Berserker build should be one shot capable against builds with less than stellar defenses though.
Sadly, after playing with the above build for 2 days, I’ve learned a terrible fact.
Fragments of Faith is bugged and hitting x3 instead of only once
I’ve been running the above build with HUGE success in Stronghold, trapping up key locations like the entrance to the treb on defense, the supply area, the mist essence, and gateways. If a player was unprepared, the layered traps + Trueshot would oneshot many builds, and I thought this was simply from the combined trap damage, but upon looked at the actual damage in the combat log, I discovered that Fragments of Faith was bugged and causing all the huge damage
This is unfortunate for two reasons:
1.) I’ve been unintentionally using this bug for the entire weekend.
2.) This bug actually made a trap Berserker build viable, and it was still able to be beaten by competent players or certain matchups (ie the auto-invulnerability classes, like Engineer and Warrior).
With the eventual fix of Fragments of Faith, can we please consider uping its damage by 25% perhaps, and maybe increasing dragon’s Maw and the other traps a tiny bit to keep them deadly if blundered into?
In particular, we could really use some more damage on Light’s Judgement and Procession of Blades. I feel that, maybe, a small burst of damage on Test of Faith might be nice as well, maybe half the pass through damage.
I’d really hate to see such a fun and engaging “preplanning” build completely made invalid by fixing a bug without considering alternative ways of enhancing the other traps to make the burst trap build work. It was really fun to coordinate “baits” with my allies in Stronghold, leading them over the traps and into the reach of Trueshot and Hunter’s Ward
I had plenty of opponents who learned to adjust to these death traps, which made each match very engaging and interesting!
All in all, this build made me want to main dragon hunter dps in PVP for Stronghold, and I hope it can exist outside of this BWE3 in some form, obviously after fixing a very broken damage burst on Fragments of Faith
Edit: And the obligatory “Maybe 600 range deployable for all trap classes could improve their quality of life.” Although, if its at the cost of damage, I will GLADLY just place them in melee range if it means they get to spike harder!
(edited by Swiftwynd.1685)
Am I the only masohist enough to really love DH? xD
There are plenty of good builds available in pvp and pve for dragon hunter. Yoy just get 3t plenty of idiots who dont know how to adapt and use the bow.
My pvp build for strong hold is insane and brutal. Its a great treb build with traps, long bow, full damage traits and berserker. If the opponents are unaware of your trap locations you can instant kill them if they lack an auto immunity passive. Sword focus to switch to melee if focused or people survive the traps. Treb is love, treb is life. Make them come to you and sieze victory!
Rebound – the base healing is way too weak. Either make the duration longer or dramatically improve the healing effect.
Frost Aura – this aura need some improvement to work with new skills/trait lines. Damage reduction should be 20% plus giving this aura a % to freezed enemy.
Flash Freeze – Recharge time should be shorter…. or give this shout a % to “freezed” the enemy (matching the name and make up the lost of FrostBow).
It would be really neat if Flash Freeze would apply the “Frozen” stun effect for 1 second on foes who are already chilled. This would let it combo with Dagger/Warhorn, Staff, or offhand Focus.
Mode: PvE and PvP
Gear: Cleric
Environment: Bunkering and Strong Hold omega super wtfisthisamazingness Escourt, PVE Raid healing (once it gets fixed)
Holy. Freaking. Wow.
While there is certainly room to improve on some areas, the Tempest as its “intended” Support Close Range role is bar none one of if not the BEST support options in Guild Wars 2.
Currently in PVP and PVE, I run clerics max healing build with Staff primarily.
The Tempest can maintain 100% aoe protection up time, and can layer their abilities 25 seconds of Magnetic Aura for team wide projectile reflection, and can likely get 30 seconds if you combo it correctly, and can provide substantial, immediate healing on demand. This is with a full shout build with Earth/Water/Tempest traits to maintain protection on auras, powerful auras, and stoneheart to keep you extremely well protected in Earth.
A different build can effortlessly maintain 25 Might stacks and 100% protection and good fury uptime as well, something that a base line elementalist simply cannot do at the same time, period. (Might and Fury yes, but NOT with Protection uptime)
People are vastly underestimating how amazing the buff to Overload Earth and Water are.
All that said, there are certainly a few areas that could use some improvement:
Shouts:
These are almost perfect, a few small, reasonable QOL enhancements will make them staples and to expand their use out of pure support builds:
- Each shout needs to be instant cast, with the exception of Wash The Pain Away. Not being able to use two of our Aura shouts while Overloading very clunky. They are not at a power level in which blasting all shouts would be overwhelming, and if so, reduce their raw damage a tiny bit to compensate.
- Eye of the Storm NEEDS Shocking Aura, and Wash The Pain Away would be very nice if it gained Light Aura to give us some Vuln application and Retaliation up-time, particularly useful for Cleric builds as we have some power to and toughness to make good use of Retaliation.
- Rebound: Have it apply the Aura at the start, and increase its duration to 10 seconds. Healing values are perfect for any build that invests in healing, especially since it could also proc Elemental Bastion with these changes. If changed to Instant cast with these changes, it will definitely see plenty of uses in multiple builds.
- Please add a -20% cool down on Tempestuous Aria, and maybe consider slightly lower recharges on the shouts that are above 30 seconds.
Overloads:
- Please consider having Unstable Conduit at the start of the channel, as this can help finish off an Overload and could allow Overloads to have a bit more front loaded potential.
- Please considering merging the stability from Harmonious Conduit into the Hardy Conduit minor trait, as it makes it impossible to take any other trait this would ever be matched against. Its entirely too mandatory.
Traits In General:
The Tempest appears to lack clear, defined trait line options like the Reaper. I’d suggest the following switches to make some options more “optional” and instead of “pick the best one, never use the other” by dividing them into clear roles of “Support-Auras”, “Defense and Survivability” and “Damage and Attunement Camping.”
Adept Tier
- Latent Stamina changed and moved or removed, and Harmonious Conduit moved to this location, possibly renamed something more like “Rampaging Conduit.” Increase the 10% bonus damage to last for 10 seconds, and also make it increase healing by +10% as well.
- Unstable Conduit is the Aura Support, and Aura granted at start of Overload.
- Gale Song is the person defense trait, which will now also apply a Shocking Aura thanks to the change to Eye of the Storm, fitting the Defensive Role.
Master Tier
- Tempestuous Arias: Keep as is, but also provide -20% Recharge to Shouts. If all shouts gain auras, this then is the “aura” trait for the master Tier for support builds.
- Earthen Proxy – Keep this as is, but let us provide this effects as a buff to allies in an area, making all Protection stronger. This works well for builds that offer support or just like to maintain personal defense, and can be used with or without Auras thanks to Overload Earth’s potency. Maybe add an additional effect of “Protection provides -20% damage from conditions” as well as increasing Protection to 40%.
- The empty space left from moving Harmonious Conduit can be replaced with an offensive trait. “Singularity of Purpose”: Your Damage and Healing are increased by 2% for each second you remain attuned to a single attunement, capping at 20%.
Grand Master Tier:
- Elemental Bastion: Keep the healing as it is, its perfect. I’d love it if the Frost Aura was removed, and replaced with an effect of “Auras you apply remove 1 Condition” in addition to the current healing effects. Perfect GM for the support role, very similar to the Water line’s condition removal.
- Imbue Melodies: I suggest changing this to: “While wielding a Warhorn, the damage of your main hand’s abilities are increased by 5% for each weapon ability currently recharging, and you gain +20% Boon Duration.” This would allow, for example, a Damage-Focused dagger/Scepter + Warhorn to benefit by staying in an attunement once their weapon abilities have been expended rather than switching to another attunement. Assuming all four weapon abilities are on recharge, the auto-attacks would receive a +20% damage boost.
- Lucid Singularity: Needs something else to make it the go to anti cc/Defensive option, and needs to hold its own. Adding a huge chunk of Vitality to this trait, like +300, would make it a very Competitive alternative to the other two options.
I’d love to summon the holy spirit of our lord and savior Irenio, first saint of the Church of Collin, dropper of the heaviest of mics, to see what he thinks about this type of a rework.
Understandably, this expansive of a rework will take time and resources, and not something I could imagine happening near the release of HOT. But, sometime over the next couple months after HOT is released and more time is available to review the core specializations, I’d love to see some work put into each classes sets of lesser to never used abilites, such as:
Elementalist: Conjures, Tornado, and some Glyphs (elementals in particular)
Engineers: Turrets, some specific kits
Rangers: Spirits
Thief: Traps
Guardian: some of the never-used healing oriented utilities that are SEVERELY undertuned.
Mesmer: some of the Phantasms and some never used utilities (Mimic was an awesome rework example)
Necromancer: improved Pet functionality, such as healing out of combat, fixing the crap with Moa setting them on cool down (at least, if they HAVE to be desummoned, let us resummon them right away after Moa!), and a few other QoL buffs to some less used skills.One very important thing that you left out for guardians is spirit weapons.
Is it sad that they are so underwhelming that I literally forgot they exist, despite trying to make a spirit weapon offensive burn guardian work for a while in PvP?
Maybe add to earthen proxy that those with an aura take less condition damage? Similar to grace of the land in the Druid line but maybe only 20%
Or go the more overpowered route and make protection cut incoming condition damage on you and allies.
My Tempest would DROOL for this. Elementalists without abusing Cantrips are very heavily demolished by Condition Damage in the current meta, PVP especially but potentially PVE as well if higher condi spikes happen.
I could see:
Earthen Proxy:
“Enhances the Protection boon for nearby allies, increasing the Protection to 40% and causes Protection to reduce Condition Damage received by 20%.”
One way that E.P. will probably change is that it will only affect the elementalist, because it’s just way too difficult to tell if someone is being affected by your protection, or someone else’s… so it would be the case that 100% of protection applied to you would reduce 40% damage.
Is the following technically possible?
“Earthen Proxy: Enhance the Protection boon on up to 5 allies in a 600 radius to 40%. Grant Protection to allies for 3 seconds when you Heal them for more than 25% of their total Health (5s ICD).”
I could see this type of a Master trait being highly useful for heavier support builds. Basically, it would support not only protection applied by us, but by anyone, and would have synergy with any type of emergency healing we provide when an ally is under heavy fire.
Using Wash The Pain Away or Rebound, or other healing options on various weapons, would allow most builds with even a minor investment in healing power to support a good amount of up-time on Protection, and would have very strong synergy with a Earth/Water/Tempest builds that heals and applies protection with Auras.
Alternatively, it could have the Protection Enhancing component and replace the protection granting with “Healing allies for 25% of their total health applies an Aura to them based on your current Attunement.”
With that being said, what sort of support/boon trait would you like to see it replaced with? Keeping in mind the roles of Tempestuous Aria (Shout ally DPS-add/Enemy weakness trait) and Harmonious Conduit (DPS/anti-control trait), is there something that you’d imagine would fit AoE support in a generic way.
H.C. was intended to be a generic anti-dps option (with ties to the spec’s stengths), so keeping it in that vein would be something we’d want to shoot for.Cheers,
-Karl
For a good anti-dps option, see my above suggestion with protection applied after healing allies for a decent amount, but there are a few other mechanics that have not been considered, here are a few versions:
Earthen Proxy – Heal improving version
“Enhance the Protection boon on up to 5 allies in a 600 radius to 40% and increase healing received by allies by 10% from all sources.”
Rational: Simplistic but effective, by extending the potency of protection and healing received, it makes the protection and healing exponentially more effective. This could go a long way to making a Tempest a good supportive build to other raw healing builds.
Earthen Proxy – Revive-support improving version
“Enhance the Protection boon on up to 5 allies in a 600 radius to 40%. This effect is doubled on Downed allies. (80% reduced direct damage on downed allies with Protection while you are in range)”
Rational: If raids are difficult, deadly encounters like PVP, then cleaving damage on Downed players often spells disaster for any attempt to Revive a person in time. This would open up some interesting counters to the current cleaving game-play in PVP, and could further enhance the Tempest combat-support role in this regard. With this and Rebound, we stand a good chance of creating a play style that supports glass cannon offensive builds with clutch heals and revivals.
Earthen Proxy – Aura Generating version
“Enhance the Protection boon on up to 5 allies in a 600 radius to 40%. Grant an Aura based on your attunement when you heal an ally for 25% of their total Health.”
PS:
Karl, is there any word on if Auras will be standardized in how the do, or rather do not, stack with each other, and if applying “multiple” auras should trigger aura traits if an aura is already in effect? This has a serious impact on the viability of many suggestions and on build options going forward.
Thanks for your communication we really appreciate it!
(edited by Swiftwynd.1685)
Depending on how its implemented … potentially say hello to 15s Quickness
Also, I’d love for a Conjure rework to make Lava Axe more of a might stacking/burning-focused weapon and improve Earth Shield’s defensive/bleed-focused role.
I’d like to see what you think about my Conjure rework suggestion
I basically make the Lava Axe very similar to what you describe, but with the added benefit of switching both your, and any ally who picks it up, stats to Sinister while wielding it. Burn durations are low but application is easy and plentiful, making it a constant low stack maintaining Burn weapon rather than a weapon that stacks huge burns that instantly kill people.
Similarly, Earth Shield changed a bit to be able to keep up a constant stream of modest bleeding while having improved personal survivability, aoe cc options, and some self condition removal.
I’d love to summon the holy spirit of our lord and savior Irenio, first saint of the Church of Collin, dropper of the heaviest of mics, to see what he thinks about this type of a rework.
Understandably, this expansive of a rework will take time and resources, and not something I could imagine happening near the release of HOT. But, sometime over the next couple months after HOT is released and more time is available to review the core specializations, I’d love to see some work put into each classes sets of lesser to never used abilites, such as:
Elementalist: Conjures, Tornado, and some Glyphs (elementals in particular)
Engineers: Turrets, some specific kits
Rangers: Spirits
Thief: Traps
Guardian: some of the never-used healing oriented utilities that are SEVERELY undertuned.
Mesmer: some of the Phantasms and some never used utilities (Mimic was an awesome rework example)
Necromancer: improved Pet functionality, such as healing out of combat, fixing the crap with Moa setting them on cool down (at least, if they HAVE to be desummoned, let us resummon them right away after Moa!), and a few other QoL buffs to some less used skills.
I agree that Lightning Hammer could use some work for sure, but its hard to pin down where it needs changes. I could see lowering the overall damage of the auto chain a bit while speeding up its execution, particularly on the third hit. I’d hate to see it lose the Blast finisher on the end though. It would be nice to add something more to the leap though, and using the 5th skill with full mobility would be very nice. I definitely think daze, vulnerability, or some boon like fury gained on the 4th skill would round it out better. Its a hard set to balance because you don’t want the LH ending up better than other class’s actual power weapon options, but it needs to be useful enough to warrant using, which is why i suggested the stat change mechanic to allow non-power builds to play with a power set up temporarily.
Ice Bow 4 could certainly have a heal component or condi cleanse aspect added as well, agreed.
I think the stat change would certainly be technically possible, as this happens all the time in game already with Transforms and with certain buffs or utilities that dynamically change your base stats, such as getting Spotter from a ranger or the toughness buff from a Guardian. I think this change is the most important for giving the Conjures their own niche.
As far as using multiple conjures on the same utility bar / elite and “rotating” between their “best” abilities for a given scenario as Alekt mentioned, I actually think this is cool and should be encouraged. If you consider the engineer, they can already do this AND do it without a recharge timer to consider, while also having tool kit skills to toss in as well. Its also using up some very prime real-estate consider we would be missing out on cantrips or other useful utilities.
Glad to see this thread has garnered some conversation
I cannot speak to the usefulness of Tempest healing in WVW, but in its unbuffed state in PvP on BWE2 I actually put it to fantastic use in a shout focused build with Soldier runes, Earth/Water/Tempest for protection on auras and increased healing potential. It worked wonders in Stronghold in particular. Each shout providing aoe Protection, Healing, and condition cleanse is quite powerful even disregarding the moderately ok effects of the auras.
I found good use with both Staff and Dagger/Warhorn with the above set up, it was very easy to keep allies alive while being annoying with the control oriented shouts. My very bursty glass thief buddy could be healed from near death to full with little effort, and now with the new improvements and Rebound, I could see a PVP combination of a squishy Berserker stat thief/ele/warrior/necro being supported by a Tempest being a decent combination.
I’m going to do a VERY detailed testing and comparison of the healing potential of Tempest, Druid, Herald, and Guardian in the BWE3.
The funniest thing is that to sell us Tornado being a cantrip they told us tornado was getting the might on cantrips.
Now when you enter tornado you gain mostly vigor… for a skill that doesn’t permit you to dodge. Very good design right there.
You can dodge … its how you actually chase people
BlackBeard, I’d love to hear your opinion on my rework for the Conjures.
The jist of it is they would become infinite duration, Instant Cast, Stunbreakers that would completely shift all of a player’s Equipment stats to a specific configuration for each Conjure. Each Conjure would be rebalanced to be “decent but not the best” at specific roles.
Flame Axe – Sinister – ranged burning application, short duration, easy application.
Ice Bow- Apothecary – ranged support and healing, moderate condi clense, good bleed pressure (limited by not being main stat condition damage)
Earth Shield – Toughness main-stat with Condi / Vitality secondary – Very defensive control and personal protection weapon with bleed stacking and some personal condi removal.
Lightning Hammer – Berserker – melee damage cleave weapon with decent damage, toned down slightly from current iteration, gains access to some personal Fury.
Fiery Greatsword – Marauder (Power/Precision with lesser Ferocity/Vitality) – a mid-range aoe cleaving power weapon with decent evade frames to help skirmish admist many foes.
I’d love to see what you guys think about my rework to Conjures.
The Ice Bow in my design changes all your stats to Apothecary, has increased ally support options, and has been retooled from “power” damage to Bleed stacking with the modest condition damage from the Apothecary stat combination.
It would no longer be a “pick up and use one skill” wonder, and would rather adjust your current play style to that of a healing support style no matter what gear you are wearing. Similar changes for the other 4 conjures, providing the following styles:
Melee Berserker – Lightning Hammer
Ranged Condition Sinister – Flame Axe
Melee “Toughness/Condi/Vitality” Control Defense – Earth Shield
Mid-Range AOE Marauder – Fiery Greatsword
Please let me know what you think about my suggestions for a healthy revamp for Conjures.
The really short version of the changes is that each Conjure has its own full set of stats, converting what ever the player had before using it into a set type, such as Lightning Hammer turning a player into “Berserker” stats.
For Flame Axe, I transformed it into a Sinister-stat based weapon focused on dealing decent, low duration burning for constant condition damage without crazy high stacking like some burn builds.
For Earth shield, I created a new stat-combination type called Rugged, which is Toughness mainstat with Condition Damage and Vitality as secondary stats. This has been changed to have slightly better bleed application, better personal condition removal, and otherwise remains its nice, tanky self for controlling foes and staying alive. Pull increased from 3 targets to 5 to improve its control aspect.
TL:DR
The goal of this revamp is to provide a fun, unique niche for each Conjure to fill by allowing any class in the game with any stat combination to pick up a conjured weapon to shift all of their current stats from Equipment to a nomenclature that is appropriate to each Conjure. I.E. Berserker stats while wielding Lightning Hammer, Apothecary if using Ice Bow.
Additionally, all Conjures would be re-balanced to be inferior (but functional!) to the existing performance of their roles on other class’s main weapons on a side-by-side comparison basis. Conjures would last until weapon swap is used, and would become instant cast and Stun Breakers to allow them to be used in any build when needed.
Main:
Conjured Weapons should, in this new design, NEVER replace an existing role or be superior to any main weapon on another class. A Berserker geared Thief should never be able to out damage their normal options by using Lightning Hammer. A Cleric geared Revenant should never desire to pick up an Ice Bow to supplement their already substantial healing.
Instead, Conjures would exist to allow role flexibility as the combat situation calls for it, allowing players to adopt a different combat style with at least bare essential competency while equipped.
Are you a full Berserker Thief but the current boss or adds it spawned require Condition Damage? An elementalist’s Fiery Axe would allow you to adopt a Sinister stat composition and perform moderately well at dealing condition damage.
Are you a full Clerics Staff healing elementalist, but wish to be able to assist with some berserker style damage during a dps phase on a boss or help cleave down some adds? Conjure a Lightning Hammer to adopt a Berserker stat set while using the hammer.
Condi Damage Sinister Engineer but need some health and toughness to endure an unavoidable damage phase or mechanic or round up a bunch of adds temporarily? Earthen Shield.
Global Changes:
- Conjures are now Instant Cast and Stunbreak, and remain equipped until weapon swap is used to drop them. Recharge times on the actual utility summon adjusted to a standardized 30 seconds for all, Elite included.
- Conjures no longer have passive bonus stats. This is replaced by a full “transformation” like bonus stat change that converts all of your current stats into a preset stat combination unique to each Conjure (this takes into consideration gear scaling and automatically adjusts for PVP’s lower stat values).
Specific Conjure Changes and Fixes:
Context: Frost Bow would be altered to fit a Healing and Condition Damage/ Utility Condition role, trading raw power damage stats for an Apothecary set up. This would allow the Elementalist or allies to adjust to a supportive, ranged style when desired, but would not be utilized for its power damage. Its condition damage would be reasonable but weaker than any other raw condition potency of other weapons on other class builds.
Converts bonus stats from Equipment to Apothecary:
- Primary: Healing Power
- Secondary: Toughness / Condition Damage / 20% Condition Duration
- Water Arrow (Ability 1) now heals area around user on use, on pass through of allies, and at location of impact, healing each allied target only once. Now applies 1 5s Bleed on impact to foe. Healing base and scaling lowered to be slightly worse than Water Blast.
- Frost Volley (Ability 2) now applies 1 Bleed per hit for 6 seconds in addition to current effects.
- Frost Fan (Ability 3) now heals allies and removes a Condition on pass through with each arrow, and additionally applies one stack of 6s Bleed per arrow on foes.
- Ice Storm (Ability 4) now applies Weakness for 1 second per impact and Bleed duration increased from 5s to 8s.
Context: The Earth Shield is designed to allow any class to perform the role of a durable melee style with improved defenses while slowly whittling away at foes through consistent Bleed damage. This would allow the Elementalist or an ally to adopt a defensive, control oriented style when needed, and it would handle the threat of conditions better than the current iteration, helping to relive some of the Elementalist’s reliance on Cantrips and Water line for Condition removal options.
Converts bonus stats from Equipment to new Nomenclature set “Rugged”:
- Primary: Toughness
- Secondary: Vitality / Condition Damage / 20% Condition Duration
- Third Attack in Auto-Chain gains 2 Bleed for 6 seconds, Cripple moved to first attack in chain.
- Stone Sheath (Ability 2) increased Bleed duration to 10 seconds from 6 on Block, bugged reduction of recharge on successful block is removed, and recharge lowered to 6 seconds from 8.
- Magnetic Surge (Ability 3) now removes 2 conditions in addition to its other effects, Evade during charge.
- Magnetic Shield (Ability 4) number of targets increased from 3 to 5.
- Fortify (ability 5) now removes 2 conditions per second (6 total)
Context: Lightning Hammer would become the melee range Berserker stats option for builds that are not running physical damage as their primary set up. Its raw damage values would be readjusted to not be superior to the majority of existing melee damage options, but would be competitive enough to warrant switching to Lightning Hammer when the opportunity arises for non-Berserker builds. Fury added to provide non-berserker builds access to a boon that is commonly used for Berserker combat style.
Converts bonus stats from Equipment to:
- Primary: Power
- Secondary: Precision / Ferocity / 20% Boon Duration
- Auto Chain: Damage adjusted down slightly to achieve goals listed in Context
- Lightning Storm (Ability 4) Gain Fury for 2 seconds for each strike.
Context: Flame Axe would become a very decent Condition application ranged weapon conjuration with moderate power damage thanks to the Sinister stat combination. It would still under-perform compared to other alternatives on full Condition damage builds for other professions, as well as with the Elementalist’s own condition builds, but it would be functional enough to allow a non-condition build to adapt to a foe that is more susceptible to conditions than raw power damage. Brief base Burn duration ensures that high stacks of burning would be impossible to maintain with this Conjure, but could apply constant Condition damage pressure.
Converts bonus stats from Equipment to Sinister:
- Primary: Condition Damage
- Secondary: Power / Precision / 20% Condition Duration
- Lava Axe (Ability 1) Added 1 stack of Burning for 1s
- Explosive Lava Axe (Ability 2) Added 2 stacks of Burning for 2s.
- Ring of Fire (Ability 4) updated to match the recently nerfed iteration of Ring of Fire for off-hand Dagger Fire Attunement, but with lower duration on the Burning.
- Flame Leap* (Ability 5) is now a condition-based Execute. Now applies increasing stacks of Burning the lower the foe’s health is upon impact. Applies 1 Burn (8s) if foes are over 50% Health, 2 Burn (8s) if between 25 and 29% health, and 3 Burn (8s) if foe is below 25%.
Context: Fiery Greatsword would provide a balanced, offensive Power damage set in the form of Marauder stats. Along with its Evade on ability 3, medium range on its auto, and its wide area damage, it would be ideal for roles that lack area Power damage on their current build during phases when multiple swarms of enemies appear (think Thief Dagger/Dagger, or any support builds, or more single target condition builds) while also providing some mobility for allies.
Converts bonus stats from Equipment to Marauder:
- Primary: Power/Precision
- Secondary: Vitality / Ferocity / 20% Condition Duration
- Flame Wave (Ability 1) Now hits up to 5 targets in the frontal area, and is a true projectile rather than passing along terrain, allowing it to go over gaps and be reflected.
- Fiery Eruption (Ability 2) Burning removed, now acts similarly to lava fount but with lower damage and wider area, area increased significantly.
- Fiery Whirl (Ability 3) increased recharge timer to 8 seconds.
- Fiery Rush (Ability 4) increased recharge timer to 15 seconds. Now cleaves to hit 5 enemies on impact area to fit with the aoe theme of the Conjure.
So here is my last minute theory:
We lose the ability to swap pets. Instead, F3 would gain the ability to switch out the pet in combat by transforming it into an oakheart which changes the rangers F keys.
The oakheart would have devistatingly strong hits but would be slow, requiring some hadd control to set up. Staff could offer this type of skill set. The oakhearts would radiate an aura to impact foes or allies based on the Aspect spirit the ranger has infused into the oakheart. Even if it cant land attacks it will be providing a benefit with its auras.
F3 Infuse Spirit – Transforms pet into a oakheart and heals to full. Changes into Release Spirit to change pet back to its beast form and heal to full. Triggers all swap traits.
F1 becomes Command. Changes weapon hot bar temporarily to 5 command options:
1- Attack target / 2- Defend Me / 3- Guard Location / 4 – Retreat
F2 becomes Aspect Shift. Changes weapon skills temporarily to allow the Druid to select from one of four Aspects to imbue their oakheart with. Each drastically changes the base stats of the oakheart and pulses a buff to nearby allies. Switching Aspects has a timer and triggers pet active ability traits. Maybe some big flashy effect could happen on switching into an Aspect.
Aspect of Bear – Oakheart gains large toughness, vitality, and power increase. Aura redirects 50% of ally incoming damage to oakheart. Glyph skills shift to bear aspect. Attacks will Taunt foe for 2 seconds with 10 second cooldown and grants 5 seconds of Protection and Retaliation to allies in range.
Aspect of Jaguar – Oakheart gains large power precision and ferocity increase. Aura increases damage received by foes by 15%. Glyph skills shift to Jaguar aspect. Attack will apply 5 stacks of vulnerability per hit and gain increased attack speed for oakheart.
Aspect of Moa – Oakheart gains large Healing Power, Boon Duration, and Toughness. Aura reduces condition damage and duration received by 20% and continually heals nearby allies while periodically transfering conditions to itself. Attack will apply 5 stacks of Might and Fury to allies in aoe for 10 seconds.
Aspect of Devourer – Oakheart gains Condition Damage, Condition Duration, and Precision. Aura causes affected allies conditions to be extended by 2 seconds and changes the oakhearts attack to a ranged gunk throw from 1200 units that applies poison and bleeding.
(edited by Swiftwynd.1685)
Noone Considered Healing?
Best healing in the game bar-none
Try it in PvP. Won’t work as well.
Did last BWE2 and yes it DID work well.
Do you take into account :
- 12.5% outgoing healing from _ Superior sigil of benevolence_
…
Oh my god.
I just now learned these existed. My Ele is going to heal even more!
Well, now … that means Rebound + Wash the Pain Away is going to full heal even Warriors and Necros to full health at base line
“Celestial gives you healing power which is 100% wasted on a Staff support build. I know that doesn’t sound like it makes sense, but it’s your Guardians/Warriors who will be blasting Water fields for heals and not the fields themselves that do the healing. It also gives you Condition damage which is largely wasted by a power based weapon. Sure your Burn will burn for a bit more but otherwise it’s really points better spent in Power.”
I think you are seriously underestimating the healing potential of a full cleric’s staff ele.
Allow me to direct you to my post on tempest healing:
https://forum-en.gw2archive.eu/forum/professions/elementalist/Maximum-Healing-Potential-Tempest-BWE-3/first#post5510323
Staff healing is already almost as potent already, we’re just missing some of the good healing tools of the Tempest.
With JUST Soothing Mist, while traited, you’re healing allies for 750+ per second. Water staff 1 is easily over 1,200 per second. Geyser is worth what two blast finishers alone would do, and you can blast it as well. AND regeneration certainly adds up over time as well, though in WVW you need more instant healing than over time generally I suppose. That said, tossing down Geyser + spamming Water 1 will out heal any blast finisher spamming player, and this will especially be true once we have “Rebound” “Wash the Pain Away” and Overload: Water in the mix.
I really hope completing an Overload can have some positive impact for staying in the attunement.
For example, there are a lot of different things they could change with the first Tempest Minor Trait, such as:
- Completing an Overload reduces the Recharge Timers of its Attunment’s Abilities by 5 seconds.
- Completing an Overload applies a passive effect while remaining in the Attunement until it recharges. Air = +10% reduced casting time, stacking with Quickness. Fire = +10% damage and Condition damage. Water = +10% self Healing and +20% outgoing Healing. Earth = -10% damage received, stacking with Protection.
- Completing an Overload empowers the auto attack of its attunement until it recharges: Air = +20% Critical Damage. Fire = 2 seconds of Burning and +10% damage. Water = Healing to self and allies in AOE with each hit, removing a Condition every third hit. Earth = applies 2s Weakness and 5s Bleed on each hit.
Any of these ideas would help improve the “reward” for successfully completing an Overcharge while also providing a strong incentive to stay in the attunement rather than swapping immediately after.
This would change the entire dynamic of the Tempest’s style from the base elementalist: Instead of focusing on using your skills then rotating to the next attunement, you would stick to the attunement that is most appropriate for the current combat situation you are in. The goal should be to switch between functional “modes” of combat, rather than being rewarded for mindlessly shifting between attunements to complete a given rotation.
What are your thoughts about such an addition to our Minor Trait?
Noone Considered Healing?
Best healing in the game bar-none
Hey guys!
Based on the information we know about the forthcoming changes to the Tempest slated for BWE 3, I’ve created a list of our raw healing values from the known data on the Tempest’s skills. We still need Healing Power Ratios on both of the Warhorn Water skills!
I can achieve at least 2,000 healing power with my current PVE gear, so in trying to see how far we can push the limits of the Tempest’s healing capabilities in anticipation of Raids and WvW content, here is the list based on currently known changes and prior data:
Tidal Surge
Total Healing: Inconclusive, but will be greater than 4,342, unknown scaling.
- 1,302 + (Unknown Healing Power Value)
- 3,040 from 8s of Regeneration = 8 * (130 + (0.125 * 2,000))
Water Orb
Total Healing: Inconclusive, but will be greater than 1,880, unknown scaling, with potentially a minimum of 3,600 if at least one blast finisher is used, will be higher when scaling is added
- 1,880 = 4 pulses * 470 + (Unknown Healing Power Value)
- 1,720 per blast finisher = 1,320 + (0.2 * 2,000)
Water Overload
Total healing: 9,131 per ally if fully channeled.
- 3,632 Final heal burst = (2,132 + (0.75 * 2,000))
- 2,460 healing from 4 seconds of Pulses = 5 pulses * 492 healing per second (392 + (0.05 * 2,000))
- 3,040 from 8s of Regeneration = 8 * (130 + (0.125 * 2,000))
“Wash The Pain Away”
Total Healing: 6,510 per ally if all hit.
- 4,160 = 3,560 +(0.3 * 2,000)
- 2,350 = 1,950 + (0.2 * 2,000)
- 1,180 = 980 + (0.1 * 2,000)
“Rebound”
Total Healing: 5,000 per ally that receives fatal damage.
- 5,000 = 2,000 + (1.5 * 2,000)
Elemental Bastion
Causes each Aura application to heal for a total of 1,773 after the BWE 3 changes
Inconclusive if Shouts + Powerful Auras Trait will allow for double healing, if so, potentially 3,546 healing per Aura Shout
- 1,773 = 783 + (0.495 * 2,000)
Analysis:
All of the above values are raw values before additional modifiers on outgoing healing are applied. Runes of the Monk offer +10% outgoing healing, the rice ball consumable offers +100 Healing Power and +10% outgoing healing, and lastly Water Traitline offers +15% outgoing healing as well.
If these stack additively, this is a total of +35% outgoing healing to allies if stacked, or if multiplicative stacking, then its +39% outgoing healing. This makes a significant contribution to the already large numbers, and should be considered while judging how “powerful” these values would be in a supportive role for raiding and WvW.
The heal scaling on the Water Overload seems very acceptable, and while its now going to take longer to yield the burst of healing at the end, it looks to be receiving more total healing with the duration increase and starting “on cast” rather than waiting the first second, as well as more total cleansing: (4 or 5 pulses depending on if the final second applies a pulse).
On to the individual skills:
The changes to Elemental Bastion are very welcome, as in PvP with monk runes and water’s outgoing healing increase, they were only healing allies for 1,200-ish. Now they will heal significantly more on allies.
The War Horn skills are still a big unknown until someone can link a scaling value or a video with their stats so I can figure it out.
WTPA is amazing for burst healing a nearby ally who has taken a hard hit, as it comes out fast with the largest heal occurring first. I put this to GREAT use in PVP with only 1350 healing power, so I imagine this will be always on my bar unless personal condi removal is needed come time for WVW/Raids. Combined with the new “Rebound!” we will be hands down the best emergency healing type role and best at healing someone to full after a revival. Not to put too find a point on it, but if an allied warrior/necro with beserker stats is at 10% health, a single combo of Rebound + WTPA will heal for 15,538 of their 19,212 base health. For Medium and Low tier health classes, this is a full heal if they are running base health.
Everything save for the two warhorn skills can also be used with existing weapons, in particular staff will still be a very solid raw healing option with the following abilities:
Water Blast
Total Healing 872, but can be used every second, for very high HPS.
- 872 = 372 + (0.25 8 2,000)
Geyser
Total Healing 3,924
- 3,924 = 2,424 + (0.75 * 2,000)
Healing Rain
Total Healing 4,560
- 4,560 from 12 seconds of Regeneration = 12 * (130 + (0.125 * 2,000))
Also, we can’t forget Soothing Mist, which when in Water Trait and traited for increased potency heals for a metric crap ton over time, especially on allies with maximum outgoing heal. This is very often understated, but in 10 seconds this little passive has just out healed almost every single self heal in the game for any player who has not invested in healing power, AND its being applied all the time to yourself and four allies.
Soothing Mist
Total healing of 560 per second! And since in Water trait line as a requirement of use, it will ALWAYS heal allies for a minimum of 644 per second, or 779 per second with Monk Runes and Rice Ball active.
- 560 = 2 * (80 + (0.1 * 2,000))
Nice write up! I disagree on a few points though, primarily being I don’t think we need ANY increase in recharge timers if weapons are to continue costing Energy. The Energy costs ARE what balance out their otherwise generously low cooldowns. For example, there were MANY times I felt the staff 5’s cool down was artificially too high given its Energy cost, and it messed up the flow of my combat significantly.
Additionally, I’d really love to explore some changes with the upkeep of Facet of Chaos. I never once found a situation in which I could justify keeping it going for just the Protection, in any of my builds. I think reducing it to -4 upkeep OR adding a small 2 seconds of Resistance per pulse and keeping it -5 could certainly make it a very valuable upkeep, particularly to give our allies some repreive from conditions even if we cannot cure them.
This would be AMAZING for support Ventari/Glint Heralds, as you could shelter your allies from conditions long enough to switch to Ventari to get your cleanses working.
I feel this would be a great compromise for keeping Revenant’s highly restricted on their condi management, as maintaining -5 upkeep with Chaos would be a huuuuuge opportunity cost to temporally ignore conditions.
Honestly, I’d LOVE to see Glint’s Facet of Chaos elite also grant 2 seconds of Resistance.
Currently, 5 upkeep only for protection is never, ever worth it in my play experiences. It simply drained too much resources. If this doesn’t get reduced to 4 upkeep, the addition of Resistance would make it worth using in emergencies.
Roy, I’ll be bluntly honest when I say this.
I really was on the fence about the Revenant. Then I finally got to try Herald, and I went from “meh” to “well, this is now one of my favorite play styles I’ve ever played in over 15 years of MMO gaming.”
You, sir, and the rest of the design team that had input in the Herald’s design, have done a superb job.
Revenant essentially combines the awesome aspects that make the “bard” archetype fun, while combining martial art themes, as well as feeling like resource management is actually rewarded.
To provide an example: In Everquest in its glory days, spell casters could really “out perform” other classes in terms of raw power, but they paid for it by having to manage their resources. Could a Wizard instantly kill a monster in 3 spells or less? Sure, but that might be blowing through 3 minutes worth of mana, while melee classes could be consistently damaging foes. Fast forward to Revenant, and now we have the same mechanics of “do i go all out, or pace myself, flight slow to build up resources, or blow stuff now and change stances?”
These kinds of moment to moment gameplay choices were happening all the time while I was playing Revenant, and I hope sincerely that these types of choices can be infused into the Elementalist and Engineer at some point. Right now, there ARE times when it makes sense to camp vs swap on cool down on Revenant, but I feel that, even with the Tempest, there is never a benefit to camping an Attunement (outside of my support ele which camps water and earth).
Kuddos to you and the rest of the team. You guys really hit the nail on the head with Herald, and I hope you continue to iterate on Tempest to really provide the engaging gameplay choices that I enjoyed while playing the Herald!
I’d love to see Mace’s 1 attack chain changed be functionally similar to Necro Death Shroud’s Life Blast: attack with a melee attack that also sends out projectiles that travel up to 900 range, but if you hit with the melee attack it applies either additional or longer lasting conditions. Basically, make it a flexible auto attack that CAN be used at up to 900 range but is BEST used in melee range
Agreed. I never used it since its quite slow. Someone somewhere posted that it should attatch to an ally and follow them around and that would work for me.
That was me!
My suggestion is that it should, if ground targeted almost exactly on top of a player who is grouped with you, attach to that player until another move command is issued with Ventari’s Will.
This would preserve its full functionality it currently has while allowing it to be useful for supporting highly mobile allies.
They could have it “detach” during certain situations, such as with “phase outs” like our hammer 3’s leap or with our sword 3, so that we dont have odd game breaking situations of the tablet bouncing around like mad, but it could keep up with things like a simple blink or a ranger’s sword mobility skills.
My entire wishlist would be:
- Tablet spawns attached to you and respawns on you 3 seconds after using the Elite.
- Ventari’s Will would have no cast time and +33% movement speed over its current.
- Ventari’s Will targeted on a group ally would attach tablet to them until used again or they go out of range or become untargetable.
- -5 Energy cost reduction on the Heal skill and the condi removal skill, OR an additional condi removed from the condi removal without a change in cost.
- Along with instant cast, Ventari’s will can be activated while stunned/knocked down etc.
These changes would allow it to be more reliable, as well as stand on its own to feet for offering Revenant some non-Malix alternatives to dealing with Conditions, while also making it more successful at working with your ally’s builds rather than “forcing” them to stay still to try to receive a heal in a game where mobile combat is THE main focal point in PVP.
1.) Add an Aura to Every Shout. Give Light Aura to “Wash the Pain Away!”, a Lightning Aura to “Eye of the Storm!”, and lastly a “Chaos Aura” to “Rebound!”.
2.) Break Bar for all Overloads, Standardized Cast Times, Impactful Finishes. If the overloads all have break bars and standardize their cast durations to 4 seconds, adjusting numbers and effects accordingly to be more impactful than current iterations. Fire and Air need better payoffs for completing, as Earth and Water are fine with their current pay offs (which would be increased for Water with the longer cast now.)
3.) Allow a second press over the Overload to quickly send the Overload out to a ground targeted location. This would allow overloads to be used from range, but the travel time would lessen their total duration as opposed to using them in melee.